void HitMatrix::testHitMatrix(void){ while(true){ for(int i=0; i<254;++i){ outputMatrix(); } moveBar(); } }
void GameEngine::loadLevel() { deleteAllObjects(); m_remainingBricks = 0; m_levelLoader->loadLevel( m_bricks ); if (m_bricks.isEmpty()) { if (m_levelLoader->level() == 1) { // No level in the levelset kError() << "Invalid levelset " << m_levelLoader->levelset() << endl; } else { // No more levels: game won m_gameWon = true; kDebug() << m_score; addScore( GAME_WON_SCORE + m_lives.size() * LIFE_SCORE ); kDebug() << m_lives.size() << m_score; showMessage( i18n("Well done! You won the game") ); emit gameEnded(m_score, -1, m_elapsedTime); deleteMovingObjects(); } } m_balls.append(new Ball); moveBar(m_bar.center()); m_bar.reset(); updateAttachedBalls(); m_gameTimer.setInterval(REPAINT_INTERVAL); m_speed = 1.8; m_repaintInterval = 1; m_levelInfo.setLevel(m_level); if (gameIsPaused()) { resume(); } showMessage(i18n("Level %1", m_level)); QTimer::singleShot(2000, this, SLOT(hideMessage())); showFireBallMessage(); }
FullScreenBar::FullScreenBar(QWidget* parent) : QFrame(parent) , d(new FullScreenBarPrivate) { d->q = this; d->mAutoHidingEnabled = true; setObjectName(QLatin1String("fullScreenBar")); d->mTimeLine = new QTimeLine(SLIDE_DURATION, this); connect(d->mTimeLine, SIGNAL(valueChanged(qreal)), SLOT(moveBar(qreal))); d->mAutoHideCursorTimer = new QTimer(this); d->mAutoHideCursorTimer->setInterval(AUTO_HIDE_CURSOR_TIMEOUT); d->mAutoHideCursorTimer->setSingleShot(true); connect(d->mAutoHideCursorTimer, SIGNAL(timeout()), SLOT(slotAutoHideCursorTimeout())); d->mInitialHideTimer = new QTimer(this); d->mInitialHideTimer->setInterval(INITIAL_HIDE_TIMEOUT); d->mInitialHideTimer->setSingleShot(true); connect(d->mInitialHideTimer, SIGNAL(timeout()), SLOT(slideOut())); hide(); }
CanvasWidget::CanvasWidget(QWidget *parent) : QGraphicsView(parent), rightPressed(false), leftPressed(false), usingKeys(0) { #if defined ANDROID setRenderHints(QPainter::HighQualityAntialiasing | QPainter::SmoothPixmapTransform); #endif setScene(new QGraphicsScene()); setFocus(); setStyleSheet( "QGraphicsView { border-style: none; }" ); setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); scene()->setItemIndexMethod(QGraphicsScene::NoIndex); //Disable index for better performance setFrameStyle(QFrame::NoFrame); setFocusPolicy(Qt::StrongFocus); setAlignment(Qt::AlignLeft | Qt::AlignTop); setViewportUpdateMode(SmartViewportUpdate); scene()->addItem(&background); background.show(); scene()->addItem(&pauseOverlay); pauseOverlay.setZValue(1); moveBarTimer.setInterval(DEFAULT_UPDATE_INTERVAL); connect(&moveBarTimer, SIGNAL(timeout()), SLOT(moveBar())); updateBarTimer.setInterval(DEFAULT_UPDATE_INTERVAL); connect(&updateBarTimer, SIGNAL(timeout()), SLOT(updateBar())); lastMousePosition = QPoint(0, 0); updateBarTimer.start(); setCursor(QCursor(Qt::BlankCursor)); }
void GameEngine::moveBarRight() { moveBar(m_bar.center() + BAR_MOVEMENT); }
void GameEngine::moveBarLeft() { moveBar(m_bar.center() - BAR_MOVEMENT); }